Star Trek Mod: Requests for Models, etc.

deanej

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Apr 8, 2006
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I am looking for help in the following areas of the mod (see main thread here):
-Cloaking Device
I am hoping to get this implemented in the SDK. This would make it easy to modify for scenarios. The Misc/Civ4CloakingInfos file is already in the XML. Explanation of the tags:
Spoiler :
Type - defines the type of cloak
Description - in-game name
Civlopedia - pedia text
Strategy - strategy text
Tech - technology requirement
OverrideCloak - example: if set to CLOAK_DEFAULT it will replace the default cloak.
bInvisible - if set to 1 units under the cloak will be invisible
BuildingReveal - ex: if set to BUILDINGCLASS_WDEFENCE_GRID the tacheyon detection grid will reveal ships using that cloak within the civilization's borders.
UnitReveal - ex: if set to UNITCLASS_QUANTUM_BEAKON the Quantum Beakon will reveal ships using that cloak within its LOS.
bRequireCiv - if set to 1 it requires a civ listed in the next tag; if set to 0 all civs can use it
CivRequire - holds the "Civilization" tags
Civilization - civilization that can use the cloak (ex: CIVILIZATION_KLINGON) not used if bRequireCiv is set to 0
bRequireUnit - if set to 1 only certain units can use it; if set to 0 all units can use it; animals can never cloak
UnitRequire - hold the "Unit" tags
Unit - unit that can use the cloak (ex: UNITCLASS_LIGHT_III) not used if bRequireUnit is set to 0
bNoCombat - if set to 1, cloaked units can't attack enemy units
bExploreRival - if set to 1, cloaked units can enter rival territory without an open borders agreement
bHiddenNationality - if set to 1, cloaked units don't reveal what civ they are from and are an enemy regardless of diplomacy
bNoTerrainDamage - if set to 1, cloaked units don't get damaged by hostile terrain (except black holes)
FeatureModify - holds FeatureType tags
FeatureType- holds tags of next three types
Feature - ex: FEATURE_FORREST
iMovement - movement cost of feature for cloaked units; overrides default movement cost
bImpassible - sets weather the feature is impassible or not for cloaked units, regardless of whether it is for non-cloaked units


-If anyone can explain to me why I can't build buildings it would be helpful. Otherwise I'll just wait until the patch and then send it to Jon Shafer.

-Unit Graphics
I need someone to make the unit graphics. Right now I am using Final Frontier models/buttons.
Chart including all units in the mod

-Diplo text
I also would like to invite the community to write the custom diplo text for my leaders
Spoiler :
Federation - Archer, Leyton
Klingon - Gorwon, Martok
Romulan - Neral, Shinzon
Cardassian - Dukat
Ferengi - Zek, Rom
Dominion - Female Changeling
Borg - Borg Queen, Locutus
Kazon - Culluh
Vidiian - Denara Pel
Hirogen - Decaren (one of the hunters)
Breen - Thot Gor
Bajor - Shakaar
Krenim - Annorax
Devore - Kashyk (one of the inspectors)

NOTE: I already have the first contact text for the Borg Queen, Locutus, and Decaren. Other text for these leaders is welcomed, though.

EDIT: pedia and strategy text is also welcomed.
 
-If anyone can explain to me why I can't build buildings it would be helpful. Otherwise I'll just wait until the patch and then send it to Jon Shafer.

What exactly is the problem? I've been doing a fair amount of python with the main FF for a mod I am working on.
 
I'm not sure. I just lost the ability to build buildings when I converted to Final Frontier. The AI can build them fine, though and they show up in the civlopedia.

Anybody for unit art? I can do buttons, but I can't do models.

Ditto for the cloaking device. I've probably done all I can for it, however it may be best to let it wait for the patch so it only needs to be done once.
 
I think you should simply plug along with the mod, use placeholder art, and after an initial release or two people will be more apt to create models. Making art for a mod that turns into vaporware isn't much fun.
 
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